Razorjack implemented, along with a couple extra features.
Adjust SCUBA Gear autouse behaviour so it works properly with manual use. Add 3D floor handling code on various things. Increased size of Eightball explosions to match original game. Fix invisibility playing no sound when activated.
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2587d6c505
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16 changed files with 538 additions and 33 deletions
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@ -228,10 +228,21 @@ Class UPlayer : UTPlayer
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// no animation if crouched
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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// check weapon type
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if ( ((player.ReadyWeapon is 'URifle') && !sting_rifle && (player.buttons&BT_ALTATTACK)) || ((player.ReadyWeapon is 'Peacemaker') && player.buttons&BT_ALTATTACK) )
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return;
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let psp = player.FindPSprite(PSP_WEAPON);
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if ( ((player.ReadyWeapon is 'Stinger') && psp
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&& psp.CurState.InStateSequence(player.ReadyWeapon.FindState("Hold")))
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if ( ((player.ReadyWeapon is 'UBioRifle') && (player.buttons&BT_ALTATTACK))
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|| (player.ReadyWeapon is 'Eightball')
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|| ((player.ReadyWeapon is 'DispersionPistol') && DispersionPistol(player.ReadyWeapon).bCharging) )
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{
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if ( !InStateSequence(CurState,FindState("MissileRepStill")) )
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SetStateLabel("MissileRepStill");
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}
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else if ( ((player.ReadyWeapon is 'Stinger') && psp
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&& psp.CurState.InStateSequence(player.ReadyWeapon.FindState("Hold")))
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|| (player.ReadyWeapon is 'UFlamethrower') || (player.ReadyWeapon is 'UMinigun')
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|| ((player.ReadyWeapon is 'Bonesaw') && player.buttons&BT_ATTACK)
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|| ((player.ReadyWeapon is 'Impaler') && psp.CurState.InStateSequence(player.ReadyWeapon.FindState("AltHold"))) )
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{
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if ( !InStateSequence(CurState,FindState("MissileRep")) )
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SetStateLabel("MissileRep");
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